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Army brew
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Played a game vs custodes and got blasted. First of all I played terribly. The second issue was I did not have the damage to meaningfully hurt most of his army. So, retooled the list and wanted to gather some thoughts on further direction to go.

HQ

Captain on bike- chapter master, thunder hammer, combimelta. Master crafted weapon. Warlord: rites of war, chogorain storm. 170 -1 cp

Chaplain- exhortation of rage. Jump pack combimelta. Plume of plainsrunner. Hero of the chapter: imperium’s sword. 115 -1 cp

Kor’sarro Khan. 110

Troops

Assault intercessors- 5. 95

Assault intercessors- 5. 95

Assault intercessors- 5. 95

Elites

Bladeguard veterans- 5. 175

Vanguard veterans- 5 storm shields, 5 lightning claws, jump packs. 150.

Vanguard veterans- 5 storm shields, 5 thunder hammers, jump packs.

Fast attack

Bike squad- sergeant: combimelta. 2 special weapons melta guns. 120.

Outrider squad- 3. 150

Outrider squad- 3. 150

Heavy support

Eradicator squad- 3. 135

Eradicator squad- 3. 135

Transport

Impulser- storm bolter. 110

Following my last experience I added melta guns to the characters and the hammer, added a Eradicator squad, and the bike squad with more melta. Cut an impulser, Bladeguard ancient, and eliminator squad. I am fairly sure I want to outflank 1 Eradicator squad and maybe strategically reserve the other one. I want the khan in the impulser, but don’t know if he should be supported by the Bladeguard or an assault intercessor squad. The other question is if master crafting the thunder hammer is better than a survival relic. Same question of the chaplain too. Should the plume be armor indomitus? Thoughts, questions, or unit ideas to replace something are desired. Lend me your wisdom to spread far and wide.

Comments

I'd switch out the bikes with melta guns with attack bikes with multimeter. You'll get more shots at longer ranges. And it would be easier to maneuver

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3 years ago